Hey, very nice level design! That's really good, man!
Let's see...my answer is simple, but very hard to explain, so I'll try...
The best way to do it is to make the entity not spawn at start, so tick that option to "No" in his specs. In his
Respawn settings, set them up like so
Spawn at Start = No
Max at any time = 1
Maximum spawn = 1
Spawn after delay = Yes
Spawn when dead = No
Delay = 0
Delay Random = 0
Number to spawn = 1
Qty random = 0
Velocity = 0
Velocity random = 0
Angle = ## (Anything you want)
Angle random = 0
Spawn Life = 0
Then re-name the entity to
spawn1. That enables the entity to "activate" when something "activates" it. So, in the switch specs, under
AI Automated:
Use Key = [BLANK, UNLESS YOU WANT A KEY TO BE HELD TO ACTIVATE SCRIPT]
If Used = spawn1
So this enables the switch to spawn the entity spawn1, which will be your way-point-follow-ing guy. Make sure spawn1 is set on a waypoint so that when he spawns, he'll follow the waypoint!
Time to die? All right!